Armor/Weapons: Simple + Martial Weapons, Light Armor,
Shields (except Tower)
Crowd Control (Ex):
At 1st level, an urban barbarian gains a +1 bonus on attack
rolls and a +1 dodge bonus to AC when adjacent to two or
more enemies. In addition, her movement is not impeded by
crowds, and she gains a bonus equal to 1/2 her barbarian
level on Intimidate checks to influence crowds.
This ability replaces Fast Movement.

Controlled Rage:
When an urban barbarian rages, instead of making a normal rage she
may apply a +4 morale bonus to her Strength, Dexterity, or
Constitution. This bonus increases to +6 when she gains greater rage
and +8 when she gains mighty rage. She may apply the full bonus to
one ability score or may split the bonus between several scores in
increments of +2. When using a controlled rage, an urban barbarian
gains no bonus on Will saves, takes no penalties to AC, and can still
use Intelligence-, Dexterity-, and Charisma-based skills. This ability
otherwise follows the normal rules for rage.
Total Rounds = 12 (2+Con(2)+ 2xLevel(8))

Rage Power: Strength Surge (EX, CRB):
The barbarian adds her barbarian level on one Strength check or combat
maneuver check, or to her Combat Maneuver Defense when an opponent
attempts a maneuver against her. This power is used as an immediate
action.

Rage Power: Renewed Vigor (EX, APG):
as a standard action, the barbarian heals 1d8 points of damage + her
Constitution modifier. For every four levels the barbarian has attained
above 4th, this amount of damage healed increases by 1d8, to a maximum
of 5d8 at 20th level. This power can be used only once per day and
only while raging.

Uncanny Dodge (EX):
At 2nd level, a barbarian gains the ability to react to danger before
her senses would normally allow her to do so. She cannot be caught
flat-footed, nor does she lose her Dex bonus to AC if the attacker is
invisible. She still loses her Dexterity bonus to Armor Class if
immobilized. A barbarian with this ability can still lose her
Dexterity bonus to Armor Class if an opponent successfully uses
the feint action against her.

Trap Sense (Ex):
At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to
avoid traps and a +1 dodge bonus to Armor Class against attacks made
by traps. These bonuses increase by +1 every three barbarian levels
thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses
gained from multiple classes stack.

Combat Expertise (CRB, Human Bonus):
You can choose to take a –1 penalty on melee attack rolls and combat
maneuver checks to gain a +1 dodge bonus to your Armor Class. When
your base attack bonus reaches +4, and every +4 thereafter, the
penalty increases by –1 and the dodge bonus increases by +1. You can
only choose to use this feat when you declare that you are making an
attack or a full-attack action with a melee weapon. The effects of
this feat last until your next turn.

Improved Trip (CRB, 1st Level):
You do not provoke an attack of opportunity when performing a trip
combat maneuver. In addition, you receive a +2 bonus on checks made
to trip a foe. You also receive a +2 bonus to your Combat Maneuver
Defense whenever an opponent tries to trip you.

Combat Reflexes (CRB, 3rd Level)
You may make a number of additional attacks of opportunity per round
equal to your Dexterity bonus. With this feat, you may also make
attacks of opportunity while flat-footed.

APG Armor Expert (Combat):
When you wear armor of any sort, reduce that suit’s armor
check penalty by 1, to a minimum check penalty of 0.
LPF Capable (Bluff), (General):
Choose any one skill. You gain a +1 trait bonus to
that skill and it becomes a permanent class skill. You
can choose this trait multiple times, although you must
select a different skill each time.

Amien Thrus is a man in his mid-human-twenties who appears to be a warrior type but hardly acts it. He doesn't seem to know much but fighting at first glance, and still has a childlike way of approaching things. Despite that he does his best to socialize the best he can and speaks common just fine, although he doesn't attempt to silence his tongue when it would prevent problems. He keeps a friendly demeanor when he can and likes to boast about anything exciting.

He was formerly a part of a gang in dark corners when he was younger, his only known family, where he was taught to fight, hate, and detest the enemies of his brethren but also be supportive of his comrades. Amien would consider it a confession that he may have killed someone before, and for very non-beneficial reasons but he never tried to bully or oppress those that didn't deserve it and much of his personality comes from loud nights around a candle with friends.

After a fatal battle where he lost several he knew, and others arrested, he makes the harsh decision to betray the remaining brothers and abandon the city and his home to avoid the same fate. From there he has to figure out what to do with what he knows and figures that adventuring might be a good way to go. He brands himself with a new, fresh name and adopts the mindset of a mercenary: He will ally with anyone for the right price, and become the enemy of anyone for the right price. Currency is the grain and wheat of the civilized jungle, and be it saving a Kobold from a tree or manhandling a dragon by its crisping teeth, he intends to knead bread of it to live his life.